Code:
Math.min(5, your formula here)Math.min(5, your formula here)a.setTp(Math.floor(a.tp / 2)), or maybe a.gainTp(-Math.floor(a.tp / 2)).for (j=0; j<a.weapons()[i].traits.length; j++){
if (a.weapons()[i].traits[j].code == 31){
if (a.weapons()[i].traits[j].dataId == 1){ /*DO THINGS HERE */ }; //Element Physical
if (a.weapons()[i].traits[j].dataId == 2){ /*DO THINGS HERE */ }; //Element Earth
if (a.weapons()[i].traits[j].dataId == 3){ /*DO THINGS HERE */ }; //Element Ranged
};
};(a.atk + a.atk + a.agi) * n where "n" would be a coefficient that varies depending on the skill in question (e.g. normal attack might use n = 0.5). Oh, and these formulas won't contain any defensive modifiers since mitigation will be handle by Yanfly's ArmorScaling plugin. Anyway, my goal overall is to create a formula that is mostly affected by ATK but also minorly/secondarily affected by AGI. So here's a couple I'm considering:a.atk ** 2 / a.level + a.agia.atk * a.agi / a.level + a.atkMath.sqrt(a.atk * a.agi) + a.atkMath.cbrt(a.atk ** 2 * a.agi)Math.cbrt(a.atk ** 2 * a.agi) + a.levelMath.cbrt(a.atk ** 2 * a.agi) + a.atka.atk * (a.atk + a.agi) / a.levelMath.cbrt(a.atk ** 2 * a.agi) + (a.atk + a.agi / 2)(a.atk * a.agi) / (a.atk + a.level) + a.atka.atk*a.agi somewhere for some synergistic oomph.a.atk^2 / a.level + a.agiMath.cbrt(a.atk^2 * a.agi)Math.cbrt(a.atk^2 * a.agi) + a.levelMath.cbrt(a.atk^2 * a.agi) + a.atkMath.cbrt(a.atk^2 * a.agi) + (a.atk + a.agi / 2)
^2 does not means "squared". It is valid JavaScript, but what it means is probably not useful for damage calculations (it performs what's called a "bitwise xor" of the attack value with the value 2).Math.pow(a.atk, 2) or a.atk ** 2.^2 does not means "squared". It is valid JavaScript, but what it means is probably not useful for damage calculations (it performs what's called a "bitwise xor" of the attack value with the value 2).Math.pow(a.atk, 2) or a.atk ** 2.
a.atk ** (1 + a.agi / 1000). I assumed people were smart enough to tell the difference lol. I fixed it in case someone came along and tried to copy-paste.a.atk * 1 * (a.isStateAffected(10) || a.isStateAffected(11) ? 2 : 1)